Monday, August 25, 2014

This is a mini-pre-review for No Salvation For Witches, written by Rafael Chandler and published by Lamentations of the Flame Princess.

First off, there isn't any reason for you to not throw a few bucks at this project since it's Pay What You Want.

Yes, if this is your first time hearing about this campaign, you can pay whatever you want to get a full color, hardcover, 64 page book (and its PDF). Okay, further clarification, the minimum is 1 Euro (about $1.32) and you do have to pay shipping (about 5 Euros). But if you're smart, you'll be picking up one or all of the other 4 books that are being released at the same time and that shipping won't matter much.

So, this book must be some piece of shit that the publisher just wants to get rid of? Or it's a marketing gimmick and will basically be a half-assed advertisement for the company, right? Obviously, something good can't be practically given away for a few bucks. If it's not being sold at a standard rate, there must be something going on here, eh?

Well, the thing is, James Raggi is kind of nuts. He put out a 96-page book for Free RPG Day. Google "review + Better Than Any Man" and you will see how much people love that adventure that he gave away for free. He did it again with Doom-Cave of the Crystal-Headed Children. I'm here to tell you that NSFW is worth the 20 Euro that I chose to pay for it. (Yes, I could have paid 1 Euro, but I paid 20...)

What is it?

Well, it's actually hard to describe. It's sort of like taking a historical fiction short story about witchcraft, mixing it with the most excellent horror movies you've seen, and creating a sort of mini-sandbox/adventure arc.

Have you run Death Love Doom? Were you sad when your players took one look at the first twisted victim and booked it out of there? Well, imagine Death Love Doom except the players can't run away.

So in this book, you've got a setting, including a map, a few villages, a woods, and the area that's central to the story (The Priory). The players will walk around, exploring these locales, running into horrorshow after horrorshow.

You have a variety of NPCs. All of them are terrible. Very few of them want to purposely hurt the PCs upon first meeting them. That means the PCs can take sides, help various NPCs (who are still terrible people, remember), and make decisions that affect everything that's happening around them.

There is treasure to be gained, much of it risky, all of it interesting, most of it cursed. One example is the Tract of Teratology, a sort of mini-summon spell combined with a mini-Esoteric Creature generator.

There is innovation here in how the events of the story unfold. Many things depend on the actions of the players, however, the players could cower in the woods and just let everything happen around them. Both cases result in something happening in the campaign world. And while I think some LotFP adventures can end with a complete unraveling of the world (requiring a reboot), in this case, it just permanently alters the political landscape in a way that will have far-reaching effects. It doesn't end the campaign, it just changes it (in possibly a more interesting direction, actually).

Some random thoughts:

There are Easter eggs here. Do you like it when Lloyd Kaufman makes a cameo in Guardians of the Galaxy? Or how Vince Vega and Victor Vega seem to exist in the same universe? You might enjoy the hunt here, too.

There are many women central to the story. And they're hardass. Think Death Proof, You're Next, Descent. This module passes the Bechdel Test and subverts the Male Gaze in an interesting way.

All of the art and maps are amazing (and useful). You might be reading about something horrific and are struggling to comprehend how awful it might look, and then there it is, right on the next page, ready to haunt your dreams.

There's an isometric map (I love isometric maps), there's a player handout (I love player handouts), there's plenty of sweet tables to determine random effects, a variety of interesting ways that characters can die (or a variation of such), and there are multiple opportunities for players to come up with what happens to other player characters (which many groups will enjoy, especially mine).

Inspired by a variety of posts/discussions on classes (Zak Smith and Daniel Sell more recently, but there are a half dozen others), I have decided to abandon class altogether.

It's important to know that only human PCs are allowed in my campaign, since I'm adhering to the LotFP Early Modern Era/Low Fantasy/Mundane-World-Seasoned-with-Unimaginable-Horrors Motif.

There are a slew of house rules and ideas taken from various blogs mixed with my own. Most of them are all referenced in earlier posts with links to their sources. I will link to James Young here because much is based on his house rules document.

On the right side:
-All saving throws are replaced with a single "Luck Save." Players use their ability scores, skills, special abilities and ingenuity to modify their saving throw for each situation. I no longer say, "save vs breath weapon" I say, "save vs. falling rocks!"

-Much on this page is inspired from James Young: Weapon and Armor Quality and Notches, Ammo tracking using a decreasing die, Backpack & 3 Pouches, etc.

-I think it's important to know where PCs are keeping their shit. Sometimes a random item is destroyed, sometimes someone picks their pocket, sometimes they desperately need an item buried in their backpack. Anything that doesn't fit here has to go on the back (see below) and becomes encumbering.

-The numbers on the body are critical hit locations. If there's armor, it's damaged, if there's no armor, the body part is ruined. (This is why handedness stats are on there - you'll get a bigger penalty if your primary limb is chopped off.)

Critical Hits

1

Head

11

Rt. Hand

2

Lt.
Eye

12

Chest

3

Rt. Eye

13

Abdomen

4

Lt
Ear

14

Genitals

5

Rt. Ear

15

Buttocks

6

Nose

16

Back

7

Mouth

17

Lt. Leg

8

Lt.
Arm

18

Rt.
Leg

9

Rt. Arm

19

Lt. Foot

10

Lt.
Hand

20

Rt.
Foot

---

The Left Side:

-I took out a lot of "noise" here and boiled it down to Titles (which replaces classes) and Skills (which assist with problem-solving or to provide advantages for other rolls). Note that wisdom and intelligence modifiers provide more skill points.

-Special Abilities are what make PCs unique. This is how I can make classless PCs interesting. In fact, it allows me to use virtually any class ability, racial ability, or any other special characteristic from any edition or RPG. I can even put this in players' hands - if they see a cool ability somewhere, they can propose it for their character and we can make it work.

Players have 2-3 special abilities at creation depending on: their title, a random ability associated with their headgear (my own silly thing), and something related to their character concept. From then on they gain special abilities as they gain titles.

---

Back Page of Character Sheet:

Level

Current XP

Next Level at

Default Alignment:

Neutral

Luck Save:

15

Attack Bonus:

+1

Parry AC:

+2

Press Attack:

+1 AB / -4 AC

Defensive Attack:

-4 AB / +1 AC

Skill Points:

3

Minimum HP:

5

Unarmored:

12

Base Movement:

40’

Choose
one at first level and when leveling up:

Focus

Improvement

HD

Offense:

+1 Attack

D8

Defense:

+1 Luck Save

D10

Specialization:

+2 Skill Points

D6

Magic:

1 Spell Point/Level

D4

Faith:

1 Spell Point/Level

D4

2,000
XP is required to reach Level 2. Each additional
level is reached upon doubling the previously required amount of XP. At each level, choose a new title.

---

The first chart indicates the basic stats for all beginning characters (taken from GDF#5). The second chart includes the choices each player makes when their character levels up. The Focus dictates the allowed Title choices.

Titles are my way of providing a variety of character classes but not limiting player choice. If someone wants to be a traditional cleric, there are a couple of title paths they could follow to accomplish this. If they have their own ideas, they can choose titles that allow them to realize their vision (or create their own).

I feel like this is more realistic because in real life we have a variety of titles, but rarely do people consider themselves a single "class." Think of all the titles that could describe you (or me), like: Teacher, Blogger, Gamer, Husband, Nerd, etc. Each one has associated experiences, skills and knowledge. (Also, note that absence of titles indicates a lack of skills/knowledge, I couldn't call myself: Mechanic, Chef, Sister or Jogger...)

Here's an example of the Titles available when someone takes a Faith Focus (W = wisdom modifier):

Choose
a path:

Apostate

You can cast the reverse(*) of
cleric spells.

Heretic

Replace W spells on each list
with a M-U spell.

Initiate

All cleric spells have a reverse,
which you can cast.

Cultist

You may cast the summon spell as
a M-U W levels higher.

False
Prophet

You must summon a monster with HD
twice your level to gain this title.
This is your God.

Acolyte

Add W to healing rolls.

Adept

Subtract W from the number of
hours needed to sleep and pray.

Aspirant

Store W cure light wound spells
in your Holy Symbol.

Disciple

W times per day, heal all
non-chaotic beings within 10’ of you 1d6 hp.
Chaotic beings take 1d6 damage.

Destroy Chaotic beings by
spending 1HP per HD. You can never
gain these HP back.

Fanatic

Can cast Detect Evil W times per
day.

Denouncer

Can automatically detect M-U
within 60’ and determine relative power level.

Witch
Hunter

Can cast Dispel Magic or Dispel
Evil W times per day.

Exorcist

Can cast Exorcism or Protection
from Evil W times per day.

Grand
Inquisitor

Can cast Protection from Evil,
10’ radius or Tongues W times per day.
You are obligated to destroy all M-U and other Chaotic Beings.

Ascetic

+1 AC for each: empty backpack
half, no pouches, no clothes, no armor.
Gain +W AC if you are empty-handed and are carrying/wearing nothing.

Augur

You may go W days without food or
water. +2 natural animal reaction.

Diviner

Receive Dreams & Omens W
times/day.

Mystic

May cast a minor miracle W
times/day.

Guru

Can Levitate W times per day. You no longer gain XP for treasure or
carousing.

The following chart is based on the alternative advancement system from GDF#5. However, instead of this being the way characters advance, it's a way for them to gain bonuses when they experience in-game horribleness. Players (not characters) gain Raggi points when one of their characters dies, when they trigger Adventure 10, or if I want to intrude with some real fuckery (like Numenera on crack).

Roll

Bonus

Raggi Points

1

+d6 hit points

Gain:

-character death

-Adventure 10

-Referee Fuckery

Spend 1:

-roll 1d10 on chart

-reroll any die

Spend 2:

-roll 1d12 on chart

-choose a die result

Spend 3:

-choose bonus (1-10)

-prevent death

2

+1 attack
bonus

3

+1 luck save

4

+2
situational luck save

5

+1 parry

6

+2 skill
points

7

+1 Faith or Magic spell point

8

+1 press attack
bonus

9

+1 defensive attack AC bonus

10

+1 random
ability score

11

Choose 4
even numbers

12

Choose 4 odd numbers

(Note that when spending Raggi Points, it's either to get something from this chart, or to get a temporary in-game effect like re-rolling a fumble, choosing a die result before you roll it, or preventing death...)

Next, we have space for adding encumbering items (those that don't fit on the front page) and simplified rules for encumbrance. I allow con mods to cancel the penalties from encumbrance.

The assumption is that most PCs will bit lightly encumbered and won't experience any penalties. Those with high constitutions might choose to wear heavier armor.

-Traditionally it is a cross or similar
symbol worn around the neck that can be held while casting spells or
performing miracles.

-You can create something that better
represents your religion, such as a book, tattoo, brooch, hood, scepter,
etc., but you must be able to use it when casting spells, performing miracles
or conducting rituals.

What
are your obligations?

-Traditionally, this means praying each morning
(after a full night’s rest) for a number of hours equal to the highest level
of spell you want to be able to cast that day.

-You can develop other methods that suit your
religion and the manifestation of your spells.

You can cast spells from the Cleric Spell
List below. You must utilize your Holy
Symbol as above, and have met the conditions to gain your power for the
day. Each spell costs Faith points
equal to its level. Spells that depend
on level require additional Faith points equal to the level you want to cast
them as.

You can also cast cleric spells using
scrolls, write scrolls, create holy water, and research new spells.

First

Second

Third

Fourth

Fifth

Sixth

Seventh

Bless

Augury

Cure
disease*

Cure
serious wounds*

Commune

Anti-Magic
Shell

Control
Weather

Command

Delay
poison

Dispel
magic

Detect
lie

Cure
critical wounds*

Find
the Path*

Earthquake*

Cure
light wounds*

Enthrall

Magic
vestment

Divination

Dispel
evil

Forbiddance

Holy
Word*

Detect
evil*

Heat
metal

Remove
curse*

Neutralize
poison*

Insect
plague

Heal*

Part
Water

Invisibility
to undead*

Heroism

Sacrifice*

Protection
from evil 10’ radius*

Quest

Tongues*

Protection
from evil*

Resist
cold

Water
walk

Spell
immunity

True
seeing*

Word
of Recall

Purify
food and drink*

Resist
fire

Remove
fear*

Silence
15’ radius

Sanctuary

Turn
undead

*Reversible

Faith
Spell Points:

Using the above insert, the player creates their "cleric" from scratch. Suggestions are there for the traditional cleric, but players are encouraged to come up with whatever they want.

Alignment:
Chaotic

-If you have Faith spell points, you must
relinquish them, or it is assumed you are worshipping a dark god (what you will
have to do to appease it will be more distasteful…)

-You may also try to haggle
with the Referee for a different solution.

What
is the source of your Magic?

-Typically, spells result from knowing the
correct words, manipulations and components.

-You can develop
alternatives, like tapping into other dimensions, calling upon demons or
spirits, or relying on science and parlor tricks.

What
form is your Spellbook?

-Traditionally it is a book in which you
scribe all of the spells that are available for you to cast.

-You can create something that better
represents your source of power, such as tattoos, dark pacts, a familiar,
potions, wands, etc., but you must have both hands free when casting spells.

What
are your rituals?

-Traditionally, this means memorizing spells
each morning (after a full night’s rest) for a number of hours equal to the
highest level of spell you want to be able to cast that day.

-You can develop other methods tailored the
form your magic takes and the manifestation of your spells.

Each time you gain Magic spell points, add a
number of random M-U spells equal to your Int. mod. to your Spellbook. (You choose the spell level list.)

You can cast spells from your Spellbook if
you have performed the proper rituals for the day. Each spell costs Magic points equal to its
level. Spells that depend on level
require additional Magic points equal to the level you want to cast them as.

You can also cast M-U spells using scrolls,
write scrolls, create holy water, and research new spells.

L

Spell

Notes

L

Spell

Notes

1

Read
Magic

Read 1d4 magic
texts.

Magic
Spell Points:

Just like with the Faith insert, the above magic insert allows players to create any kind of magic-user they can imagine.

Some important points here:

-I'm using the spell point theory suggested in GDF#4. So if a PC becomes third level and takes their first focus in Magic, they gain 3 spell points. If they have focused in Magic since first level, they will have 6 (1 + 2 + 3).

-Magic trumps Faith as far as alignment is concerned, and generally a player can't have both Magic and Faith points. That said, if a player is able to make a case (and take some penalties) it is possible to do both.

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I'm always interested in hearing thoughts, suggestions, riffs, and other resources that have similar ideas/goals. My next step is to fully develop my titles and to create a master list of unique abilities.